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RE: General Piece-making Guidelines
Hi, I would like to thank you for this guide. Using it, I have created the ultimate unit (in terms of design).
1.) If you have to explain it outside of the piece description card, you should re-work it.
- The ability is 6 lines long so I don't need to explain!
2.) No "scan order" to resolve conflicts
- Conflicts are resolved by using the highly intellectual 'or' function.
3.) No randomness.
- An easy one. The unit's moveset is completely determined from the moment it is created, no randomness here (:
4.) CEO description cards can support approximately 11 to 13 lines
- Haha, my unit is only 8 lines, it exceeds your standards even!
5.) You should try to make your piece with as few different abilities as possible.
- Only 1. Can't beat just 1 ability.
6.) Words matter.
- I was careful as you insisted. "Unit is created" was used instead of "Game has begun" because the unit could be created in the middle of the game, by a promotion or envy or whatever.
7.) Hostage.
- No problem.
8.) Promotion chains are not necessarily unviable, but they really need to be thought out.
- By making the promotion not improve the unit, the unit is balanced. The promotion logic is also clearly specified.
9.) Anything that's not (Unblockable) or (Magic) (or possibly Trigger, depending on the Trigger effect) that isn't in a direct line from the unit needs to be Pathed.
- I went a step further and even pathed the squares in a direct line from the unit.
Bonus question: Suppose this unit was on an arbitrarily large board and had this ability on every square. would the probability of the unit being able to access a arbitrarily far away square approach 0? If not, then what does it approach?